I'm not entirely sure this is possible, but if it is then this would be the one and only solution necessary to all WvW problems involving both queue time and off hour zergs, and if it is not then hopefully a situatino similar to it can be developed.

Background: While, this seems a bit off topic, this should really open people's eyes on the subject. WvWvW is currently suffering from the same problem that Temple of Ages suffered from in the early days of guild wars 1. For those who don't know, you could only enter guild wars prophecies end game "dungeons" when a team from your region (america/europe/korea etc) won a battle in the hall of heroes, giving your team the right to play in FoW or UW.

However, while it did bring some sort of "region pride" nobody liked this, and some people with odd hours were almost completely locked out of ToA since regions tended to win whenever their region was awake. It was completely replaced with ToA open 24/7 and Hall of Heroes having no influence on PvE.

The same problems of ToA have been passed on to guild wars 2, and a similar solution must be made while free transfers are available.

Solution:

Currently WvWvW is set up pretty awful. You either play on a semi-competitive server and suffer terrible queue times, or you get to have fun but play on a server where where holding upgrades are completely worthless since you always lose the towers/keeps at night. But what if every server had virtually no queue times and every server could be competitive? It would look like this:

Guild wars 2 quite simply should redesignate all servers based on time, and then have queue sizes shaped by those hours

I realize, it might not be possible, but I really do not know Anet's plans and whether or not a permanent solution like this is worth the temporary hassle it may cause, or what Arenanet can and cannot do. So I have laid out this solution just as is, and hope a similar one might come if this cannot be done precisely.

Edit: Fixed the suggestion to only include the most likely one rather than possible suggestions.

Outmanned, for those who don't know, is a buff that triggers when you are extremely outnumbered in WvWvW. You get some mild PvE buffs (20% Magic find, 33% karma, 33% exp) . The reward is so poor it does not even cover the loss in event wins fro being so outmanned. It even does the opposite: when people see outmanned, they log out because they just don't see a point.

I play on Sorrow's Furnace, and people are stopping upgrades on towers and keeps because it is becoming accepted fact that once we go to bed, when we wake up, everything will be "green" (owned by Fort Aspenwood). Literally. On borderlands, during the early morning, we're outnumbered 30 to about 4, and even the most intelligent, experienced, players in a heavily fortified keep cannot hold anything, and cannot even take a camp.

People don't go to WvWvW for in game monetary rewards, because even with +100% magic find, +100% karma, + 100% exp, you're still better off doing dynamic events, more so if you're the one footing the bill for siege weapons.

Suggestion:

Outmanned should ideally be balanced such that numbers will always be more advantageous, but that players who are outmanned should at least have a decent chance of playing defense. So I suggest outmanned give some effects to that end, and be tiered to be more accurate.

Tier 1: Server has 80% of the population of the most populous server on this map.
Buffs: Just another 5% max health, like an orb of power

Tier 2: Server has 60% of the population of the most populous server on this map.
Buffs: +10% max health, + 5% damage, Camp/Tower/keep upgrades -50% cost (in gold, same supply)

Tier 3: Server has 40% of the population of the most populous server on this map.
Buffs: +15% max health, +10% Damage, Camp/Tower/keep upgrades -75% cost, +50% damage vs NPCs, no damaged armor on death

Tier 4: Server has 25% of the population of the most populous server on this map.
Buffs: +20% max health, +25% Damage, Camp/Tower/keep upgrades free, +100% damage vs NPCs, no damaged armor on death

With this suggestion, even in the aforementioned scenario of 30 to 4, the 4 would still lose, but maybe in something a little less skewed they would have a fighting chance.

And while WvWvW is a gold sink, I think you'll find people will spend more with the upgrade cost reductions simply because they have a chance of holding.

A proper outmanned will solve some of the current mismatches, as well as some of the horribly skewed stuff going on like unofficial oceanic servers getting screwed.

So... We've tried this event with 30+ people only to find we just can't kill the acolytes. With that many people playing their animal form perfectly, it is still not possible to kill the acolytes in time.

Is this literally impossible, or have people found some weird trick to avoid polymorph?